Chaos Stirs

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Chaos Stirs

Dark energies are starting to spread throughout Hive Arcos, infecting both man and machine. There
are rumors of treasures to be found within the Dome-cluster: some say it is from a Guild Caravan
bringing back dark archeotech from deep within the Wastes; some say it is from a gang of bounty
hunters bringing back the head of a rogue psyker for a bounty; some even say that it the remains of a
chaos cult being brought back by the Inquisition to investigate further up-hive. Regardless of the
truth, the gangs within Dome-cluster 358 are racing to be the first to secure the loot.... even if it
costs them their sanity.

Battlefield
6ft x 4ft Sector Mechanicus. Ten (10) “loot” crates will be spread throughout the battlefield.

Attacker & Defender


This Scenario will not designate gangs as either Attacker or Defender; if there are any rules that
require your gang to be either Attacker or Defender, the Arbitrator will rule on them individually.

Crews
Custom (5)

Deployment
Each gang will deploy into a 1ft x 1ft square at each corner of the battlefield.

Tactic Cards
Custom (3)

Underdog
The Underdog Patronage table will not be used for this battle; instead, each gang may generate an
additional Random Tactic Card for each 100 point difference between their gang’s rating and the
highest rated gang in their group.
Whispers & Loot Crates
The gangs are rushing to loot the battlefield for any of the rumored treasure that they can find. The
battlefield will contain ten (10) “loot” crates that may be searched by a fighter within 1”. Two of
these crates will contain Whisper weapons.

- A fighter within 1” of an Whispering loot crate may use the Search (Basic) action to attempt
to pillage the loot crate.
- Search (Basic) A fighter that is Standing and Active and within 1” of a loot crate may
attempt to pillage its contents. Roll 2D6, adding an additional +1 for each time this action
was performed by any fighter (friend or foe) on the battlefield; if one Whisper weapon has
already been found, add +5 to this result instead. If the result is 12+, loot has been found!

The Whispers
When a loot crate is successfully searched, roll a D6 to determine which Whispering Weapon is
contained within the loot crate.

D6 Weapon
1 Gleeful Judgement
2 The Bloodfingers
3 Drawn-out Death
4 The Rage Unending
5 Scourer of Flesh
6 The Black Vomitus

Fight for Control


When a fighter successfully searches a loot crate, they immediately equip the Whispering Weapon
as a free action. Any previous weapons are discarded and returned to their gang’s stash. The fighter
then rolls on the table below:

D6 Result
1 Succumbed to the Whispers – The fighter gains the Insanity condition.
2-5 Barely Contained – This fighter must make a Willpower test at the start of each of their
activations, whenever there is another fighter within Charge or Fight range (“Charge range”
is considered to be a number of inches equal to the fighter’s Movement plus 3). If failed,
they must use their activation to perform the Charge (Double) action or the Fight (Basic)
action, targeting the nearest fighter, regardless of whether they are friend or foe. If passed,
they may activate as normal.
6 Potent Will – This fighter can resist the whispering of the weapon to some degree. They do
not need to make any Willpower tests to wield this weapon.

Stolen Treasure
If a fighter takes a rival Out of Action while that rival is equipped with a Whispering Weapon, and the
fighter was Engaged with that rival, they equip the Whispering immediately as a free action.
If a fighter carrying the Whispering Weapon is taken Out of Action by a shooting attack, place a new
loot crate casket containing the weapon within 1” of their last location. This casket may be opened
by any fighter within 1” by performing an Open Casket (Free) action, allowing the fighter to
immediately equip the Whispering Weapon as a free action.

In either case, their previous weapons are discarded and added back to their gang’s stash. They
then must roll on the table previously mentioned to Fight for Control.

A gang cannot voluntarily bottle out and flee the battlefield if one of their fighters is equipped
with a Whispering Weapon looted during this scenario.

After the Battle


If a fighter ends the battle in possession of a Whispering Weapon, the controlling player may
choose to sell the weapon for 2D6x10 credits, this must be decided before the end of Downtime.

If the player chooses to sell the weapon, the fighter that was in possession of the cursed weapon
must be “purified” at the cost of 2D6x10 credits; if the gang is able to pay the cost, the fighter is
purified and nothing else happens. If the gang is not able to pay the full cost, they must use
whatever amount of credits that are in their stash (even if that amount is zero) and the fighter goes
into Recovery and their Cool Characteristic is reduced by 1.

Chaos Horrors
The energies surrounding the cursed weapons stir and coalesce into the bodies of the dead guilders
that were transporting them.

Every time a loot crate is searched, regardless of whether a Whispering Weapon was found or not,
roll a D6: on a 1 or 2 nothing happens, on a 3+ the energies released will find home in a dead
hiver. Interrupt the searching fighter’s activation and place a Chaos Horror within 6” of the
searched loot crate, and more than 3” away from any fighters. If this is not possible, place the
Chaos Horror as close as possible to the loot crate and 3” away from all fighters.

After both Whispering Weapons have been found, Chaos Horrors will start appearing on the
battlefield, two at a time during the End Phase, after everything else is done but before moving to
the next Round. Randomly determine two of the four table quarters and place a Horror as close as
possible to the quarter’s center, more than 3” away from all fighters.

Chaos Horrors have the following profile:

M WS BS S T W I A Ld Cl Wil Int
4” 5+ 5+ 5 5 4 4+ 3 8+ 4+ 8+ 9+

Chaos Horrors are equipped with 2 Horrifying Appendages, each of with comes with a Bile Spitter:

Weapon Rg Rg Ac Ac S AP D Am Traits
S L S L
2x Horrifying Appendage
- Melee - E - - S -1 2 - Melee
- Ranged (Bile) 4” 8” - - 6 -2 3 4+ Melta, Sidearm

Chaos Horrors have the following Skills:

- Bull Charge, Hurl, Nerves of Steel, Spring Up

Chaos Horrors come equipped with Thick Chaotic Skin (Light carapace armor).

Chaos Horrors have the following Special Rules:

Frenzied: When a Chaos Horror attacks, it does so with blind fury, using all of its available
weapons. Whenever a Chaos Horror make a Fight (Basic) action, one attack must be made using
the Horrifying Appendage’s ranged profile.

In addition, should the Horror ever have a choice between consolidating or performing a Coup De
Grace (Simple) action, it will always perform a Coup De Grace (Simple) action.

Unbreakable: Chaos Horrors knows no fear and will not flee while bloated with chaotic energy.
Horrors will never bottle out and cannot become Broken, for any reason. A Chaos Horror cannot
become subject to the Insane condition.

Unfeeling Hide: The once-human mind is bloated near bursting with chaos energy forcing them to
simply not register certain environmental dangers. Should a Chaos Horror ever become subject to
the Blaze condition, it will allow the flames to burn. The Horror will suffer a Strength 3, AP -1,
Damage 1 hit every time it is activated, but otherwise acts as normal.

In addition, should a Chaos Horror ever become subject to the Webbed condition, it may simply
brush aside the webs. When a Chaos Horror is activated, roll a D6. On a roll of 1-3, remove the
Webbed condition from it and proceed with its activation as normal. On a roll of 4 or more, the
Horror struggles to remove the web and its activation ends immediately. If a Chaos Horror is
Webbed during the End phase, roll for Recovery as normal.

Acting on Instinct: Chaos Horrors do not think or reason like a human, instead, every time it
activates, it will act on instinct alone.

To determine a Chaos Horror’s actions when it is activated, refer to the table below:

Trigger Action
Fighter in base contact? Fight (Basic) action, and/or Hurl (Basic) action
Closest fighter is within 6”? Charge (Double) action
Closest fighter is within 12”? Move (Simple) action then Shoot (Basic) action
None of the above? Two Move (Simple) actions to the nearest fighter

A Chaos Horror will always move towards the closest fighter and will always target the closest
fighter with its attacks. If there are two fighters equally distant then randomly determine its target.

When to Activate a Chaos Horror:


Chaos Horrors will active outside of the normal rotation. Starting from when the Chaos Horror
appears on the battlefield, they will activate once when they are initially summoned to the
battlefield (after the fighter who searched the crate has finished their activation,) the Horror(s) will
then activate during the very beginning of the End Step (before Bottle checks.)

Escaping the Battlefield


Once both Whispering Weapons have been recovered, fighters may Escape the Battlefield if they
end their activation within 1” of one of their battlefield edges, whilst Standing and Active. Fighters
that have Escaped the Battlefield will count as Out of Action for Bottle checks during the End
Phase, but otherwise suffer no injuries.

Ending the Battle


The battle ends at the end of round 10 or if at the start of any round only one gang has fighters
remaining on the battlefield.

Victory
The gang with the highest amount of Victory Points is the winner.

Victory points are gained in the following way:

- 1 Victory Point for taking a Horror Out of Action


- 3 Victory Points for being equipped with a Whispering Weapon at the end of the battle.

Rewards
- +1 Reputation for each gang
- +D3 XP for the fighter who successfully finds a Whispering Weapon
- +1 XP to any fighter that inflicts an unsaved wound against a Horror
- +2 XP to any fighter that successfully takes a Horror Out of Action
- +1 Reputation to a gang for each Horror their gang takes Out of Action, to a maximum of +4
- +D3 XP to the winning gang’s leader, even if they weren’t a part of the battle
- All other standard experience points

You might also like